diff --git a/src/render/opengl/SDL_glfuncs.h b/src/render/opengl/SDL_glfuncs.h index 498dd1086..f290c78d6 100644 --- a/src/render/opengl/SDL_glfuncs.h +++ b/src/render/opengl/SDL_glfuncs.h @@ -159,7 +159,7 @@ SDL_PROC_UNUSED(void, glGetBooleanv, (GLenum pname, GLboolean * params)) SDL_PROC_UNUSED(void, glGetClipPlane, (GLenum plane, GLdouble * equation)) SDL_PROC_UNUSED(void, glGetDoublev, (GLenum pname, GLdouble * params)) SDL_PROC(GLenum, glGetError, (void)) -SDL_PROC_UNUSED(void, glGetFloatv, (GLenum pname, GLfloat * params)) +SDL_PROC(void, glGetFloatv, (GLenum pname, GLfloat * params)) SDL_PROC(void, glGetIntegerv, (GLenum pname, GLint * params)) SDL_PROC_UNUSED(void, glGetLightfv, (GLenum light, GLenum pname, GLfloat * params)) diff --git a/src/render/opengl/SDL_render_gl.c b/src/render/opengl/SDL_render_gl.c index 514ca27e5..c048485aa 100644 --- a/src/render/opengl/SDL_render_gl.c +++ b/src/render/opengl/SDL_render_gl.c @@ -1052,6 +1052,46 @@ GL_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * te return 0; } +static int +GL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture, + SDL_Vertex *vertices, int num_vertices, int *indices, int num_indices, float scale_x, float scale_y) +{ + GL_TextureData *texturedata = NULL; + int i; + int count = indices ? num_indices : num_vertices; + GLfloat *verts; + int sz = 2 + 4 + (texture ? 2 : 0); + + verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * sz * sizeof (GLfloat), 0, &cmd->data.draw.first); + if (!verts) { + return -1; + } + + if (texture) { + texturedata = (GL_TextureData *) texture->driverdata; + } + + cmd->data.draw.count = count; + + for (i = 0; i < count; i++) { + SDL_Vertex *v = &vertices[indices ? indices[i] : i]; + + *(verts++) = v->position.x * scale_x; + *(verts++) = v->position.y * scale_y; + + *(verts++) = v->color.r * inv255f; + *(verts++) = v->color.g * inv255f; + *(verts++) = v->color.b * inv255f; + *(verts++) = v->color.a * inv255f; + + if (texture) { + *(verts++) = (v->tex_coord.x / texture->w) * texturedata->texw; + *(verts++) = (v->tex_coord.y / texture->h) * texturedata->texh; + } + } + return 0; +} + static void SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, const GL_Shader shader) { @@ -1373,6 +1413,48 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic break; } + case SDL_RENDERCMD_GEOMETRY: { + const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first); + SDL_Texture *texture = cmd->data.draw.texture; + const size_t count = cmd->data.draw.count; + + if (texture) { + SetCopyState(data, cmd); + } else { + SetDrawState(data, cmd, SHADER_SOLID); + } + + { + int j; + float currentColor[4]; + data->glGetFloatv(GL_CURRENT_COLOR, currentColor); + data->glBegin(GL_TRIANGLES); + for (j = 0; j < count; ++j) + { + const GLfloat x = *(verts++); + const GLfloat y = *(verts++); + + const GLfloat r = *(verts++); + const GLfloat g = *(verts++); + const GLfloat b = *(verts++); + const GLfloat a = *(verts++); + + data->glColor4f(r, g, b, a); + + if (texture) { + GLfloat u = *(verts++); + GLfloat v = *(verts++); + data->glTexCoord2f(u,v); + } + data->glVertex2f(x, y); + } + data->glEnd(); + data->glColor4f(currentColor[0], currentColor[1], currentColor[2], currentColor[3]); + } + break; + } + + case SDL_RENDERCMD_NO_OP: break; } @@ -1654,6 +1736,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags) renderer->QueueFillRects = GL_QueueFillRects; renderer->QueueCopy = GL_QueueCopy; renderer->QueueCopyEx = GL_QueueCopyEx; + renderer->QueueGeometry = GL_QueueGeometry; renderer->RunCommandQueue = GL_RunCommandQueue; renderer->RenderReadPixels = GL_RenderReadPixels; renderer->RenderPresent = GL_RenderPresent;